|  | 
		| Source PRPG Core Rulebook pg. 308 Magic Fang
School transmutation; Level druid 1, hunter 1, ranger 1, spiritualist 1, summoner 1, summoner (unchained) 1
 CastingCasting Time 1 standard actionComponents V, S, DF
 EffectRange touchTarget living creature touched
 Duration 1 min./level
 Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
 DescriptionMagic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.
 Magic fang can be made permanent with a permanency spell.
 Mythic Magic FangSource Mythic Adventures pg. 100The spell affects an additional number of the target’s natural weapons equal to your tier. For example, if you’re 3rd tier, it could affect two claws and one bite).
 Source PRPG Core Rulebook pg. 309 Magic Fang, Greater
School transmutation; Level druid 3, hunter 3, ranger 3, spiritualist 3, summoner 3, summoner (unchained) 3
 CastingCasting Time 1 standard actionComponents V, S, DF
 EffectRange close (25 ft. + 5 ft./2 levels)Target one living creature
 Duration 1 hour/level
 Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
 DescriptionThis spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.
 Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).
 
 Greater magic fang can be made permanent with a permanency spell.
 Mythic Magic Fang, GreaterSource Mythic Adventures pg. 100This functions like mythic magic fang. You can add one of the following weapon special abilities to natural attacks or unarmed strikes affected by the spell: flaming, frost, keen, merciful, shock, or thundering. You must choose only one with each casting of the spell. For example, you can’t add flaming to a tiger’s bite and keen to its claws with the same casting. If the target has an Intelligence score less than 3, these abilities are always on (the target can’t activate or deactivate the effect) and it might react with fear if its attacks make noise or create visible energy.
 
 Augmented (5th): If you expend two uses of mythic power, you can reduce the granted enhancement bonuses by 1 to add two of the above abilities or one of the following abilities: flaming burst, icy burst, or shocking burst.
 |